Initiative
The initiative step sets the order of everyone's turn throughout the encounter. Each participant makes an ability check to determine their place in the initiative count, from the highest check total to the lowest. This ability check is typically Dexterity. The Narrator might determine that one or more participants should instead roll a different ability check, potentially utilizing a relevant skill or tool. In the event of a tie, the tied participants each roll a d20 to determine the order amongst themselves (the highest roll goes first.)
If any creatures have already made an ability check during the surprise step, they use that existing score for initiative.
Ability Score | Situation |
Wisdom (Perception) | Spotting a hidden threat |
Strength (Athletics) | Climbing a cliff during a landslide |
Charisma (Deception) | Being unassuming before suddenly taking action |
Wisdom (Insight) | Noticing when an unassuming participant is about to take action |
Dexterity (Land Vehicles) | Participating in a wagon race |